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Saeryen

Catty Lands Dungeon Maps

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I've got some mapshots of Catty Lands dungeons (made with Tsukihime's mapshot script). This first one I want to show you is the Catwalk of Aeons, floors 1-7:

 

 

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The idea with this dungeon is that, while the first two floors are pretty standard, the player then must overcome "four elements" based challenges. There are obstacles that you can only get past by using magic spell items that you would previously buy.

The dangers include dangerous objects, damage floors, hidden pits and one pond in the water level that you will slide into on the ice tiles unless you use magic to freeze it.

The first level contains a pit that you must use a certain kind of spell to cross, and there's a clue as to which you should use.

The air level contains a puzzle in which you have to step on the hexagrams in the correct order to proceed.

The cats on the second level pose riddles which are questions about previous in-game events.

The last floor is simply one where a cutscene happens.

The giant hexagrams are healing spots.

With each floor, the idea was to keep the general style throughout while putting in some of each element.

Finally, I know the doors look like they don't align correctly, but in the actual game they do.

I will post other dungeon maps later.

Thoughts?

Edited by Saeryen
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Just putting this out there again since it's not getting noticed.

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It's been a while. Could I please have some feedback on these?

 

If you think there's nothing to be said because my maps look just fine, please say so! I like to know when I do good work. But if you have any suggestions on how  I could improve these, please mention that.

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The RTP looks really bland with these, they just don't blend well together, especially the walls in some areas and your shift mapping is sloppy with the lava/ice unless you meant to have the pools go all the way around, rather than just meeting the wall.

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37 minutes ago, Guyver said:

The RTP looks really bland with these, they just don't blend well together, especially the walls in some areas and your shift mapping is sloppy with the lava/ice unless you meant to have the pools go all the way around, rather than just meeting the wall.

Could you elaborate?

 

I tried to incorporate a kind of aesthetic that I don't know if I can describe in words, exactly. I guess kind of like an ancient temple but alive with magic? Also, with the colors, sort of steampunk but more fairytale-like than you'd expect from steampunk?

 

What is "shift mapping," exactly? And yeah, the pools are supposed to meet the wall. I can see that perhaps I'd have to make it look like some edges meet the walls in front of them by not having it cut off right next to the ceiling tile (I don't know if I explained this clearly enough, it's hard for me to put into words, I hope you get what I'm trying to say here).

 

Thanks for your feedback!

 

EDIT: Did you mean too much open space by "bland?" I'm trying not to make it look too crowded with stuff, especially since some of the obstacles need nice open space for the characters to navigate it safely.

Edited by Saeryen

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It's hard not to be bland using just RTP. Personally, I'm not a fan of the cloudy purple tiles. I'm not entirely sure what they're even supposed to be. They do clash with the other colors on the maps. If you;re going to use them, I'd say use a color that more on the yellow-brown side. A lot of tiles have those colors so they'd blend a bit more. Red also may work, but might be too much with the lava maps.

 

The maps could also use some more decorations. You have a lot of large fields of color that could more interesting visually. You're kinda limited on what you can do with just RTP. Make use of cracked floor and walls tiles. They will help break up those giant color fields, and give some realism to the maps. 

 



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This map is a good example of what Guyver is pointing out. That lava flow on the right would look better if you shift mapped it. The floor edges would be gone, and it will look like a natural lave flow going into the walls. You can even use the black door tile to make an entrance for it. That little frozen tile would look better if you just use one of the regular tiles. It'd be a square of ice and look more like the pool is frozen solid. The bottom right lava could be shift mapped, too. Everything expect the tiles adjacent to the floor. IT works the way it is, but the former may make it look more like a lava pit. It's worth tinkering with to see which looks better

 

 

Edited by lonequeso

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Despite the weird color combinations, I think they look good. 

 

You've used a variety of tiles to break up textures, added shape to the rooms and didnt make them square and kept everything consistent.

 

Only problems I see that arent shift mapping are;

 - Add more decor. Maybe some clutter or treasure? The rooms are nicely spacious but kinda empty. Maybe some purple crystals to help the floor blend better?

 - some walls arent sized correctly. A couple areas has the wall 1 tile big imstead of 2. Im on phone so cant point them out right now.

 

Add some decor to help everything blend better :)

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On 8/7/2017 at 4:49 PM, Takeo212 said:

Despite the weird color combinations, I think they look good. 

 

You've used a variety of tiles to break up textures, added shape to the rooms and didnt make them square and kept everything consistent.

 

Only problems I see that arent shift mapping are;

 - Add more decor. Maybe some clutter or treasure? The rooms are nicely spacious but kinda empty. Maybe some purple crystals to help the floor blend better?

 - some walls arent sized correctly. A couple areas has the wall 1 tile big imstead of 2. Im on phone so cant point them out right now.

 

Add some decor to help everything blend better :)

Thanks! Sorry I'm super late.

 

The walls that are 1 tile instead of 2 are supposed to be more of a fence than a whole wall, since the top floor is a balcony.

 

I'm trying some shift mapping (I know what it is now). The problem with it is that some of my pools have corners and if I shift map the corners don't look, well, like corners.

Like this pool:

14tq9tx.jpg

 

I want those edges to go into the wall with the water so it looks like the ice has broken, but I have a feeling I may need to modify the tile set.

 

The lava could work without the edges though.

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Yeah unfortunately, the tiles aren't perfect when you shift tile :mellow: Personally, I'd either make my peace with not using shift mapping for it or live with the imperfections. I really have no interest in tinkering around with auto tiles. The few times I've tried didn't end well :blink:

Buuut if you want to try to modify them, more power to ya! :D

 

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Not trying to annoy, but your fifth screenshot, those treasure chests. They look like they are at roof height. They pop up in a bad way.

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^^Yeah they do come to think of it. Prolly doesn't look as bad in game, but an easy solution is to make the chests slightly smaller so the carpet is visible before the wall. With that perspective I'm not sure there will be a good way to tile it without rearranging the layout. Maybe add shadow to the wall edge, too to try and create some depth.

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Thanks for the comments, I noticed that too now that you mention it. I'll see what I can do.

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